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Calvin_Maclure

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Everything posted by Calvin_Maclure

  1. @JayPee Here's how to do it. You cannot strut two different vessels together. What you CAN do is connected them via the KIS/KAS piping first. That will then make the two crafts ''one'' at which point you can then link them with the struts. Behold:
  2. The other thing to consider is that we're three people writting them so, its not too bad.
  3. Build an inspired fighter cross between an F-14 and MIG-29. I'm quite pleased with it! Performs incredibly well! Thought it share the love. Flew it with a load of 10x 500lb bombs, 6x AIM-9s, 2x external fuel tanks and it can sustain a vertical climb while maintaining air speed and pull a sustained 6.5G turn.
  4. lol what?! Do you have that link?? The AR guy must've have felt pretty embarrassed...
  5. Who knows? Time will tell. I no ULA has expressed a lot of interest (not to mention a nice cash flow influx to BO for dev) for the BE-4. Can you imagine going through all of the work, time, money and effort do dev a whole new engine and not get to use it? Man.. .such is the life of gov contractors!
  6. Hmm... my only concern is that the size of the opening is maybe a little too small. I'd personally like to see the hinges a little further back (if you imagine the cross section view, the angle starting from the center to both hinges should be increased to somewhere around 120 deg, imo).
  7. @Shadowmage, I think you already stated this in the past, just cant remember what you said. But everything you just talked about in the above post, is that just for the 1.3 version or is it also for the 1.2.2 version?
  8. I like dis. Those cameras, what mod??? Also, how do the unrestricted joints work? Havent played around with those...
  9. Will there be any visuals from which we can figure out how to align correctly with said 45 deg angles? There should be at least one visual ref point, from which you can then figure out what 45 deg would be.
  10. @Shadowmage, love the way you take the time to improve what's already existing, mate. Love hearing a modder say he's optimizing code.
  11. You got any more pics of that rover? Its an interesting design.
  12. You're on the right track. The magic of a rocket engine (and supersonic jet engines as well) is the converging-diverging nozzle. Thrust is produced via the acceleration of the gases, and that acceleration primarily and majorly occurs in the diverging part of the conv-div nozzle (i.e.: the bell shape). Basically, at the point of convergence, the flow becomes supersonic and the diverging section then continues to accelerate it*. One of the limiting factors is the back pressure** (i.e. the pressure of the surrounding env, which in space is null), so depending on what env you're designing the engine for (i.e.: where do you want it to perf at its best), your bell shape will vary accordingly. The bigger the bell nozzle, the greater the acceleration of the gases is, provided the back pressure is low enough. That's why in space with a null value back pressure (P_space = 0 psi or Pa), you can have rather large bell shapes for small engines. You accomplish greater gas exit velocity and thus thrust. Its all about showckwave manipulation. Believe it or not, this is actually how the diverging part of a conv-div nozzle manages to accelerate gases. * - in subsonic flows, acceleration is produced via a converging shape. But once a flow reaches supersonic (M = 1), this rule changes and a diverging shape is then required to continue to accelerate the flow passed M=1. ** - this is the reason why engine's isp (specific impulse) actually increases with altitude. The higher you get, the lesser the surrounding pressure is due to diminishing density.
  13. Craft breakage, if at all possible, should be avoided. But id rather have it for the sake of a better mod than not.
  14. Yeah... I um... I went into the RT folder and saw that... :S
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